HexbinderCoven ofSolar

Part of Destiny: Nimble

Level 3

Attuned - Fire.

Gain the Solar Spell School, or the Light Spell School if you knew Solar already.

Blaze of Glory.

Whenever you apply an Affliction, apply a corresponding buff to an ally in Reach 4. Max 1 creature buffed at a time, and lasts as long as you concentrate on Afflictions. - Swift (Brittle) Ally gains +1 temp HP per space moved on its turn. - Bright (Dimmed) Ally ignores 1 disadvantage on their attacks. **- Blessed (Doomed) (1 use) An attack deals only 1 damage. **- Empowered (Enfeebled) Ally is immune to knockback, grappling, or being knocked prone. **- Calm (Frenzied) (1/turn) Ally gains advantage on any skill check or save. **- Cured (Pestilent) (1 use) The next time the ally would gain the Dying condition, they immediately regain LVL HP instead. **- Fortified (Sundered) When ally defends, they first halve the incoming damage. This can reduce damage to 0 if combine with another halving effect. **- Vitalized (Withered) While at full HP, ally adds +KEY to all dice rolls. Effect also applies until end of next turn if the ally received healing.

Level 7

Cure Wounds.

Reaction. WIL/Safe Rest. Remove any single harmful condition from a creature within Reach 8.

Hero of Legends.

(1/encounter) A creature affected by Blaze of Glory can lose their buff to use an ability of their as if 1 level higher, even if they would not have unlocked it yet.

Level 11

Mighty Inspiration.

(1/ally /encounter) Whenever you apply Blaze of Glory to an ally, you roll d20+key: 1-10 that ally gains +1 action on their turn, 11-19 that ally gains 1 action immediately, 20+ that ally gains both effects.

Level 15

Fortune Favors the Bold.

You may apply 2 Blazes of Glory to an ally instead of 1 when applying an Affliction.